#Natural Character Growth (NCG)
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well, the point of NCG is that you can just play the game and don't worry about modifiers. It's also nothing like in Oblivion, as Oblivion had atrocious level scaling ๐ . So pick what seems fun to you.
IMO all weapon and magic skills can be good. There is no real "useless" skill here. It's more about playstyle.
Thanks guys for all the replies!
NCG updates your attributes as your skills grow, regardless of level up. So if you raise a misc skill, it will increase your related attributes in real time even if misc skills don't contribute to level up (you can customize whether major, minor and misc skills count for level ups or not, and how much).
In oblivion, your attributes increased only at level up with multipliers depending on skills increased during that level, so you had to time your skill increases.
NCG basically decorrelates attributes increase from level ups, so you never have to worry about multipliers.
are you using the last NCG version? Because the line doesn't match the error, and I recently fixed a very similar bug
Latest, but I've confused the lines, it was late ๐ .
Let me redownload just in case
hmmm. I think it was on my end - can't force it to reappear after reinstalling even without re-downloading.
Disregard then
ok, no pb
Yeah, my apologies for the false alarm
I just published a new version with your suggestion attribute impact for the 2 custom skills
Nice!
the only boring thing about it is to write an attribute impact sentence to be added to the skill description.
Maybe I could do it with the code (great/good/fair/bit amount....) but it wouldn't translate well to other languages
well, the current translations are really outdated anyway
I've actually added it locally before suggesting, and was fully expecting the l10n line to be dynamic ๐ .
can do something like
impact: "develops your {stat} {impact}"
and have {stat} and {impact} strings in l10n file too.
Requires some shenanigans though - I did something kind of similar for "select" settings
yeah but there is also the case of multiple impacts at the same value: {stat1} and {stat2} {impact} ...
ok, I could write all the patterns in the locale file...
I was thinking stitching the long sentence from 2 or 3 short ones
it will read a bit more stilted, as naturally injecting too's and "as well"'s would be tricky
but can be done programmatically I think
yeah, and if a translator wants to contribute, I'll have to ask them how their sentences are constructed....
Oof, and you ship quite a few translations
yeah, maybe having the strings static is a better idea ๐
yeah, but... realy outdated
not sure many keys still match
Ope.
I wonder if it's this particular save that is borked somehow O_o
Yeah, most likely. Doesn't happen then after reloadlua. Definitely disregard for now
this is exactly the bug I fixed. Your saved data may have been generated with a previous bugged version
yeah, that may be the case
shit 
Picked Wretch background which sets all skills to 15 or less and attributes to 10 or lower
I definitely have "onChargenModRegistration" in onActive handler and "onChargenModFinished" firing correctly too. Why does this issue happens then? ๐ค
And NCG initialization clearly waits for that "finished" event
What happens when an attribute is negative? Like speed, for instance. Are you just unable to move at that point?
it gets capped at 0
@slow juniper got any ideas on this?
hmmm NCG should not display negative values
if you switch to 100% attribute start value ratio, what happens?
you should get back to 10
I think it's the skill growth part that lowers your attributes
Likely
did you try to set 100% start value ratio?
not yet, just got back home
which traits mod I have to install to test the Wretch background?
The Wretched And The Weird
No external dependencies I think
hmmm I installed it but which trait name is it?
Background > Wretch

Strangely, it doesn't happen on my PC, but
- SE still thinks I suddenly lost a bunch of skills
- Skills still bump the some attributes up by 1 point
try last SE version
Yup, it did the trick
cool
I just noticed the event approach fails with mid-game installs or OpenMW test mode because of wrong timings
I'm fixing it
Still curious about the +1 stats
And whatever happened on my laptop with negative stats. Probably somehow connected with me not having SE there?
I was testing it on a mid-game save, yeah. Saved just after you leave C&E office
PC +1s are fixed, trying it on the laptop
I also have a +1 with some traits
On laptop (mostly just a development setup with CTF + NCG, without SE) it's strange:
- I pick Wretch background
- I don't see any tootips and all
- I open inventory
- After inventory gets closed, my Speed gets bumped to 30 and I get message in the console from
NCG initialization begins!without it ever finishing and showing in-game tooltips
here's what stat tooltips say
the +1 on my setup was caused by some +5 bonuses provided by my trait (I used both the wretched and mtr lineages mods)
I'm setting up my config with NCG and without SE to test
did you try a mid-game install, a test mode, a normal new game or a quick chargen mod?
works for me (NCG without SE + wretched)
it was a mid-game install
hmmm I have no game save without NCG
The initial speed value is clearly wrong
Did you have any base speed modifier?
No? It was a character that was saved right after finishing vanilla chargen sequence
I might know what happened on my laptop 
I've made that save right after the chargen without picking any traits. Perhaps NCG freaked out due to having to save without receiving the interop finish event?
Because I've created a fresh character with this NCG and it went without a hitch
๐ง
I don't think you're getting the limeware platter with that character
I'm not sure what to do in situations where the wretched background sets 10 to an attribute but the race/birthsign sets a bonus, like +15.
Such situations should not happen, because it would imply that the base value is -5
Ok, I think I fixed the +1 bug.
It happened when the real base values of attributes went below 5 (excluding base modifiers), which are capped at 5 by NCG, produced an unexpected final value, and resulted in wrong detection of extra modifier changes.
Please try this version.
NCG 2.0.8 released!
- Fixed mid-game install and OpenMW test mode when using chargen mods
- Fixed chargen attributes lower than 5 resulting in wrong final values
Is it possible (if not already) to make this compatible with https://www.nexusmods.com/morrowind/mods/58333?tab=description
I think they are compatible, I think there is a section in Skill Evolution that you need to update where it allows skill increases from books
Never tried the mod, but your solution seems right
I think as things stand now, the two are incompatible. SE acts before Reading is Good and zeroes out the skill gain. Reading is Good relies on applying a multiplier to the final gain. Once you add your handlers to the body, hyacinth will probably still need to use SE's interface function
I meant it should work if SE's setting is disabled
Even if that setting is disabled, Reading is Good won't work as intended if SE is installed.
Oh. Then it may work with next SE version
Probably, I think hyacinth will still need to add their skillusehandler using SE's interface
Why? SE will take the incoming gain as is
Because SE will likely manipulate the skill gain after Reading is Good has acted. Reading is Good doesn't use params.scale although it probably should, and it wants to apply its multiplier to whatever the final params.skillgain will look like
So it needs to insert just before SE's final handler
Actually maybe it doesn't. Do you ever add or subtract from the skill gain in SE, mym?
Or set it to a value besides 0, in the newest version
No, I only apply a scale on it.
If the incoming gain + scale matches the default content gain, then I may override the gain with the player's custom one, and in any case, I just apply my scale on the incoming gain
at the end, I set the gain to 0 mostly because of the "carry over excess gain" feature
NCG 2.1 released!
- Fixed jail time increasing the level progress when class skills are decreased
- The Lua "skill level up" handlers are now added at the script root
- This mod should be placed after Stats Window Extender and Skill Framework (if installed)
Seems that load order becomes trickier even though it's lua ๐
This is how it should be according to OpenMW's devs... Not that complex
I mean, compared to esp loading order it's nothing 
Yeah, maybe because Lua offers ways to simplify the order constraints
Well, we can and should make dependency checking utilities now
I have one already :)
How about checks for launcher settings? 
Only once API lets us do it 
@sly locust how about checks for launcher settings? 
Some mods literally rely on launcher setting being on or off.
so do you don't mean launcher.cfg
The gameplay ones are useful, though ๐ง
don't call them launcher settings 
or through editing the file. or through changing the source code and rebuilding the engine
whatever
I think there was a reason settings.cfg isn't just exposed in a generalized way
maybe because settings.cfg changes all the time and you can't rely on any setting to still exist, it's not API
individual gameplay settings getting their own bindings is counterproductive, most of them should be mods
people simultaneously hate breaking changes and simultaneously want things that would be prone to breaking changes, be careful what you wish for
IIRC there is no way to even display a warning in-game if any of the options is turned on/off despite the fact that some mods won't work properly
SE mentions this
N'Garde requirements
two big and popular mods and both rely on some settings being turned on/off in order for them to work properly
I'd ask urm questions about this
I mean, yeah. But for an average user they are "settings that are in the launcher"